using UnityEngine;

public class PlayerState_Idle : PlayerState_Ground
{
	public PlayerState_Idle(Player player, PlayerStateMachine stateMachine, string animBoolName) : base(player, stateMachine, animBoolName)
	{
	}

	
	public override void Enter()
	{
		base.Enter();
		
		player.Movement(Vector3.zero);
	}

	public override void Exit()
	{
		base.Exit();
	}

	public override void Update()
	{
		base.Update();

		
		if (MoveActionValue.SqrMagnitude() > 0f && !player.isBusy)
		{
			stateMachine.ChangeState(player.moveState);
		}
	}
}

